COLD HARD FLASH
Flash Empowers
Jun
10
2008

#10 - Neenja, Episode 4

posted by aaron, 7.02 AM

by Hayk Manukyan

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AN INTERVIEW WITH HAYK MANUKYAN

Neenja, an animated series about discovering hidden powers, is perhaps a bit autobiographical. But Hayk Manukyan uncovered his hidden talents at a very young age, unlike the hero of Neenja, Harut, a balding cab driver. In real life, the co-star of Neenja, Sah, is an actual animator who helped bring the project to life. The two worked together at the Hollywood-based studio Six Point Harness, where Neenja was set into motion as an original production.

Let’s find out how Hayk brought his vision to life, and what he has in store for his own personal episodic arc.

AARON SIMPSON: How does an episode of Neenja come together?

HAYK MANUKYAN: I start by visualizing the story as a whole, then I find a cut-off point in the story which can stand on it’s own. For example in part 1, I end it after Sah tells Harut he is the chosen one. Before the episode ends, we see a hint of Harut’s power which hopefully leaves viewers wanting to see what happens next. After I know my cut off point, I move onto storyboarding, which I do in Flash. My storyboards are usually posed out to the point of almost looking like rough animation. Once I start animating I take the poses in the storyboards and work with them to get the final result.

AARON: How did Six Point Harness get involved in the project?

HAYK: I was working at Six Point and overheard they were interested in new, original properties. But I was pretty burned out from the Neenja part 1 production. I had been juggling my full-time job and late night animating. So I asked Brendan Burch, CEO of Six Point, if they’d be interested in helping finish Neenja. Brendan was excited about the whole idea and so I brought Neenja to Six Point.

The follwing 3 months were probably the greatest 3 months I’ve experienced in the animation industry. I got paid full time to work on my own project, plus I had Angelo Vilar (an amazing artist at Six Point) doing the backgrounds and storyboarding.

AARON: Is the lead character Harut based on someone you know?

HAYK: Harut is actually a combination of people in my family, people I’ve gone to school with, and mostly me.

AARON: Tell us which Los Angeles-based Flash animator co-stars in your series?

HAYK: I always like basing my characters on real people and at the time when I was designing Harut’s trainer, I decided to base it on Saharat Tantivaranyoo, a friend of mine at Six Point. Everything from the way he looks, talks, and acts made it into that character, also called Sah.

AARON: What type of recognition has the series received so far?

HAYK: Part 1 of Neenja won a first place award on Newgrounds and it was also featured here on Coldhardflash.com. The feedback I got from people was also pretty good.

AARON: Neenja is about a man discovering his talents and harnessing them. How did you learn to harness your animation skills?

HAYK: My uncle in Armenia was an animator, and I guess it passed down to me. My parents realized I was into drawing at a very young age so they pushed me into it even more. By the time I discovered animation in America at age 11, I already had years of drawing experience. I also had a little thing called ignorance which played a big part. I felt, at age 14, I was ready for Disney, and I mailed them photos of my artwork expecting to get in. Six months later Disney sent me a packet of sample portfolios and examples of what they are looking for. It made me realize how much more I had to learn in order to reach the level of Disney animators. Luckily they included a list of recommended schools, and so I started taking a lot of classes on life drawing, reading books on animation, online interviews of great animators and so on. After high school I was hired at Cornerstone Animation Inc and the rest I learned on the job.

AARON: There are 2 episodes yet to go in the Neenja series, right?

HAYK: Both episodes 5 and 6 are written and ready to be completed. Part 5 is halfway there, but because I don’t have the schedule I had back when I was at Six Point, the process is taking much longer.

AARON: You’re also planning a feature film, correct?

HAYK: It’s a long term goal I’d like to reach, but it’s nothing to expect anytime soon. I still have a lot to learn before I tackle that one full on. Plus I still need to finnish Neenja.

Jun
10
2008

#9 - Carte de Visite

posted by aaron, 7.01 AM

by Paul O’Flanagan

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AN INTERVIEW WITH PAUL O’FLANAGAN

Boulder Media is probably best known for its production work on shows like Foster’s Home For Imaginary Friends and El Tigre, perhaps the two best animated Flash series on TV. This Dublin-based team has also produced a number of independent shorts, none better than Carte de Visite, which was directed by Paul O’Flanagan. As with their series work, the Boulder team has managed to push the software in directions never known possible. More importantly, they make the viewer forget about software and technology altogether, and focus on gorgeous artwork, fluid movement and subtle, touching performances. Helping on that front was David O’Sullivan, who oversaw the art direction and a crack team of animators, including Robert Etchingham, Peter Slattery, Sue Pendred, Roger Grogan, Rob Byrne, Robert Cullen, Ed Smith and Chris Lynch.

The project was created with funding from the Irish Film Board. I’d like to thank them and Boulder Media for the assistance in pulling this interview and online screening together.

AARON SIMPSON: What is a carte de visite?

PAUL O’FLANAGAN: A carte de visite, translated as ‘visiting card’, is a memento one could buy back in the mid-nineteenth century after visiting a stage show, circus or other performance. It was a little memory of your visit that people would collect in albums.

AARON: What challenges did you face in producing a film without dialogue?

PAUL: Trying to introduce characters and their place and purpose to an audience is tricky when you’re not using dialogue. You find yourself relying on props and costumes as exposition.

AARON: What was the timeline of the film’s production?

PAUL: The production lasted 6 months from signing of contract to delivery.

AARON: Was the character animation created entirely inside the computer, or did they originate on paper?

PAUL: All the animation was done straight into the computer but all the designs, from backgrounds to character designs started with pencil and paper.

AARON: What methods can a production team take to get the “traditional” feel evident in Carte de Visite?

PAUL: In producing this short, we went to great lengths to hide the digital nature of this film. To achieve this, we had to employ an array of computer programs. The backgrounds were made using Corel Painter and Adobe Photoshop. These additional programs were used to create the textures within the character animation along with Adobe Illustrator for the pencil-like lines of the characters.

AARON: How did you construct such a faithful and timely circus environment?

PAUL: I did a great deal of research while writing it. I’d never really had a huge interest in the old circus sideshow until I went to an exhibition a few years ago in Dublin about the various sideshow personalities and celebrities of the time. The exhibition inspired me in a weird way. I left the circus a bit disappointed. It all felt very superficial and I had hoped it would go a bit deeper into the characters lives and their feelings towards this environment they’d found themselves in. So, I decided to write a story myself.

AARON: Did you attend any of the screenings of the film?

PAUL: Yeah, it had its first showing at the Galway Film Festival in Ireland, so I was there for that. I also saw it at the LIAF (London International Animation Festival) which was only a small hop across the water.

AARON: How do you compare directing Carte de Visite to the experience of working on a TV series like Foster’s Home For Imaginary Friends?

PAUL: By the time we’d get to an episode of Foster’s, most of the direction is done through the storyboards from Cartoon Network in California. We’d do a wee bit of troubleshooting when needed for composition, continuity or occasionally re-boarding some camera angles. It was a great experience and if it weren’t for working on that show we would have had to take on a steep learning curve for Carte de Visite. It was my first effort writing a story but my years on Foster’s helped me in realising what type of shots would work and which set-ups wouldn’t.

AARON: How did you first learn to animate?

PAUL: In college, doing exercises and learning the principles. I think I really started to get better when I left college, though. I was thrown into a work environment and I spent hours combing through Disney DVDs frame by frame.

AARON: Was there a milestone in your career that helped you make the leap from animator to director?

PAUL: I don’t think I’ve made any big leaps. It’s been baby steps all the way. First animator, then animation director, then directing Carte de Visite. I made some mistakes and learned a lot of lessons with Carte de Visite and wanted to make another short to flex my muscles. That’s when I made Beauty Now. I’ve learned a few more lessons from that short and I’m looking forward to making another film where I can further myself as a shorts director. So I suppose it’s all just a series of small progressions.

AARON: Explain how your team received funding from the Irish Film Board.

PAUL: When we applied for a short film grant, we sent in two submissions. The application for each film was made up of concept art, a screenplay and a few written pieces explaining why and how we wanted to make the film. But perhaps the most important elements in our application were the budget and the producer attached to the production. If the Film board wasn’t happy with these, I doubt our application would have gone much further. Next, we got a phone call saying that one of our applications had been short-listed and we needed to go for an interview to talk about the project in more depth. We went, and they seemed happy and confident with us. We got the grant and then got to work!

Jun
10
2008

#8 - Akumi, Conspiracy & Capture

posted by aaron, 7.01 AM

by Milton Pool

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AN INTERVIEW WITH MILTON POOL

Milton Pool, the creator and director of the Akumi series, said on his own message boards that he wanted to “shock people.” His violent and sexually explicit project did just that, but he also dropped the jaws of our Flash Animation 10 judges. Megan O’Neill, the VP of Acquisitions & Development at Atom, said the film “creates a world through imagery that completely drew me in.”

Pool produced all three episodes with a cadre of industry friends, artists like Dave Johnson, Dustin Remmel, Milton Pool and Tyree Dillihay. We pass along our congratulations to then entire team, but Pool shared his insights on the project below.

AARON SIMPSON: Where did the inspiration for the Akumi series come from?

MILTON POOL: The name derived from two sources 1) a martial arts movie my friend showed me called Azumi and 2) a character I liked from Street Fighter 2 called Akuma.

I had been trying to come up with a character to lead a story for 2 years after I finished Soybean. I made many concepts before she got the look she has. Akumi is a result of my ‘Soybean style’ taken to the next level of production efficiency. Soybean was fun but took way too much work to complete.

I had always loved Dungeons & Dragons, swords, and magic but I also liked big guns, aliens and robots. So I wanted to incorporate both. Akumi is a story and world that allowed me to take those 2 things plus my love of sexy female characters and animate away.

AARON: What are you favorite sci-fi movies, TV series and comics?

MILTON: I like things that incorporate cool creatures, so all the Star Wars films have inspired me visually. Early in my life, John McTiernan’s 1987 Predator film and Aliens together got me hooked on sci-fi.

As for comics, I have always loved looking at Greg Capullo’s work (the Spawn series artist). Simon Bisley is another comic artist/painter that caught my eye. I have really enjoyed his graphic novels, in particular his fantasy adventure series Sláine.

TV shows like Robotech we’re my first taste of anime before Akira. Before I started watching anime, I didn’t know animation could be have blood and sex.

AARON: Was there a particular animated property you relied on for inspiration for shot selection, FX and animation technique?

MILTON: My animation uses similar techniques found in some of my favorite anime project: Fooly Cooly, Dead Leaves and Ninja Scroll. They showed me how to create high-impact, energetic action scenes with keyframes and FX. Beyond that, the characters and animation from Capcom and Squaresoft games are things I always look to for more ideas. Tyree Dillihay helped me push my animation shots to the next level with his dynamic boarding.

AARON: Did you find Flash limiting in any way?

MILTON: Flash is the reason I’ve animated the way I have. Without it I would not have had the patience to take it to the level I did. Flash is the perfect animating tool for me.

AARON: So how has it effected your work?

MILTON: It’s made it possible for me and a few of my friends to create a high-quality film in a relatively short period of time. It’s efficient.

AARON: Mixed in amongst a great deal of praise, you’ve been hit with a fair amount of criticism for Akumi. Why do you think this is?

MILTON: I’d say it’s because of the sexual content mixed with the style of my art. People told me they didn’t expect to see a rape scene in the first episode. I heard that the cute style of my characters and that sexual content didn’t mix. But I wanted that contrast because I hadn’t seen it done yet.

AARON: How’s your next episode, Akumi 4, coming along?

MILTON: We’re about 50% done. We had to put it on hold for a while. Work and life have delayed things.

AARON: How long will this new episode be?

MILTON: It will be 15-20 minutes. Maybe more depending on the content we decide to put into it. We want to take it to the next level!

AARON: Will a DVD release follow?

MILTON: Yes, as soon as episode 4 is complete, we want to package our hard work into a DVD. It’ll be fun to have created our own little product.

AARON: What is the ideal outcome for the Akumi project?

MILTON: Can’t say for sure right now. All I know is I had to make it and my friends made it possible. I know something good will come of it, I just don’t know what yet. I’m just glad a lot of people have enjoyed our hard work. But in a perfect world, I’d like to make toys of the Akumi characters and continue the series.

AARON: When you’re not working on Akumi, where do you work?

MILTON: I work full-time at home for Artix Entertainment. I’m the art director for a new MMO game they are developing. They’ve treated me well and I’m grateful to be part of their team. I’ve been with them over 2 years now.

AARON: Thanks, Milton. We’ll end with a look at your short Artix vs. The Undead

Jun
10
2008

#6 - Turnaround

posted by aaron, 7.01 AM

by Bradley Cayford

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AN INTERVIEW WITH BRADLEY CAYFORD

Turnaround, the music video Bradley Cayford directed for The Jimmy Swift Band, is the story of a battle between the organic and technology. In the video, the country-dwelling band members eventually topple the mechanized execubots, but during the production, the team found a way for technology to work in harmony with their organic process. Alongside his team at Copernicus Studios, Cayford was careful to maintain a place for paper and pencil in the production effort. “If you can’t do it on paper, it’s not likely that you’ll be able to do a better job on the computer,” said Cayford. “Doing things on paper first brings out the most organic idea right from the beginning.”

With funding help from VideoFACT, the production hurtled toward production. The team relied on software, not to boost their artistic skills, but to enable them “to be efficient,” added Cayford. “But the second that it starts reducing our quality and jeopardizing the artwork we put it back to the paper, we’ll move on.”

Bradley joined us for an interview below, but for an in-depth exploration of the Turnaround production, check out the Bradley’s interview posted here back in 2006.

AARON SIMPSON: Looking back, what was the experience like, working on Turnaround?

BRADLEY CAYFORD: The Turnaround video was an incredible experience, to say the least, as it always is working with other amazing artists in the world. There are plenty of incredible videos out there and I’m happy to have created something with others that enjoyed the process and the outcome in the end.

AARON: What type of impact do you feel when your work is recognized like this?

BRADLEY: When I went to Annecy to help Copernicus showcase some work and scout for talent, a few artists whose work I really respect had some kind words to say that no money or job could ever cast a shadow over. It just felt nice to know that someone else had seen the video and furthermore had something positive to say about how it effected them, and not necessarily about the technical aspects with regards to creating the video.

AARON: Has the video led to new opportunities?

BRADLEY: The video has led to some opportunities and has more so opened my eyes to the greater importance of doing this type of art. I became more in tune with the world around me after we finished this video. It opened my eyes to new experiences within art, thusly the world has opened its eyes to me. There have been small projects that have come and gone, but the best opportunities to emerge are the confidence in my own work to push it even further. For instance, in creating artwork for my daughter and family as well as exploring my boundaries in all aspects of art and animation. I can’t wait to see what happens in the future as surely it will be a topsy-turvy story by the end of it.

Also, the band was recognized after putting so much work into creating some incredible music over the years. The video gave them some assistance in their goals and that is the true purpose of the video in the first place.

AARON: You said in our initial Turnaround interview that you still weren’t sold on the digital drawing tablets yet. Are you still a pencil and paper guy, or have you started to experiment with the Cintiq monitors?

BRADLEY: I suppose those comments on Wacoms and Cintiqs were a little premature, but I still don’t really use them as much as many others do. Artists can create life out of anything and whatever anyone chooses to make is up to them. As for me, I just use whatever I have to make my art, my art. I have a Wacom tablet which I use from time-to-time in production with Photoshop to paint my backgrounds for shows. Then sometimes I use it for show pitches and of course if I want to draw a quick rough on the fly it’s much more efficient to use the Wacom. But I still use the mouse quite a bit for those quick turnarounds.

However, all of my concept design is done on pencil and paper along with a lot of posing as well. It’s not to say that it can’t be done with the computer, as many other artists will argue, it’s just how I practiced and it’s the way my brain operates. When it comes to art, the palette or medium doesn’t make the art, it’s the passion and artist behind it. The medium, canvas and palette are there to help you attain your goal in the end. So however anyone chooses to do it, then that’s their choice. I admire anyone that has the gump to do what they feel is right before doing what they feel they are being pushed to do.

AARON: What have you been working on since the 2006 interview?

BRADLEY: There have been a few things here and there that we’ve worked on since the 2006 interview. I had the fortunate opportunity to work with Andy Suriano on a short film called Dodger Dare which was really fun to work on…

BRADLEY: We’ve also worked with John K on a few other projects and I also worked on a pitch for a show called Apollo’s Pad which I ended up doing a music video for as well. Those were all fun projects and I’m hoping that there will be more in the near future. There are also, of course, some projects that I can’t discuss yet, but I’ve been doing concept work that has allowed me to visit some inner city schools and do some real research.

I haven’t had a lot of time to work on more music videos so much as I’d like to, but we’ll see. Going to Annecy was a great experience as I finally got to witness what it’s truly like to be in the world of animators. Going to Sheridan was great because I was surrounded by talented artists, much like my situation at Copernicus Studios, but you could truly feel your place being surrounded by that kind of crop of talent and beauty. It’s led me to start working on my own films a little bit more so hopefully sometime I’ll be able to show you what can truly come out of my head at some point.

Jun
10
2008

#5 - Fuggy Fuggy 2

posted by aaron, 7.01 AM

by The Brothers McLeod

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AN INTERVIEW WITH MYLES AND GREG MCLEOD

Back in 2006, Myles and Greg McLeod created the initial episode of Fuggy Fuggy, which was hastily snapped up by MTV. It featured a plucky ninja working his way through a series of outlandish training exercises. The comedy was sharp and the style was undeniably unique, with elaborate cross-hatching, a boiling line and the signature brown-paper backdrop.

A year later, the two conspired to create a second installment of the Fuggy Fuggy series, this time doubling the length, and again offering it to MTV. The animation technique remained the same, but we were also treated to more elaborate, frame-by-frame animation. This is surely one of the elements that landed Fuggy Fuggy 2 in the top five of The Flash Animation 10, but it’s the comedy that makes us beg for that 3rd installment (series? feature?).

CHF conducted a thorough interview with Greg and Myles on the topic of Fuggy Fuggy 2 back in early 2007, but much has happened since, so we sat down again with the dynamic McLeod duo…

AARON SIMPSON: Congrats on launching the new website. How long has that been in the works?

MCLEOD BROTHERS: It’s been in construction for about a year. Barney at Spark & Zoom Productions did a great job on it. It took so long because we were so busy last year and it kept getting moved down the list of priorities. We’ve still got a few more films to put up but we are very pleased with it. We wanted visitors to have an easier time finding and watching the films we’ve made than the last website. We also wanted a blog where we could put up our thoughts and post events and news in one place. Hopefully we’ll be adding comment functions on the films eventually too.

AARON: Do the two main characters in Fuggy Fuggy have names?

MCLEODS: The little Ninja is Fuggy Fuggy and his master is called Shakoom. Their own names are the only words that each character speaks.

AARON: A great number of static images in the film are created with a boiling line. How do you create this effect?

MCLEODS: Each image is traced 3 times to create the effect. It really works for this style of animation, and this length of animation too. It adds a kind of vitality which is part of Fuggy’s personality.

AARON: Did you create storyboards and animatics for the film before setting Tracy Bartlett loose on the animation?

MCLEODS: We did very rough storyboards but no animatics. We’ve posted a few of the storyboards on our blog. We do create animatics when we’re doing animation for clients as it helps smooth the way through the process, but sometimes we like to skip this step in our own work to keep things more instinctive.

AARON: Have either of you practiced a form of martial art?

GREG: I did Judo and Karate as a child but got bored and moved onto playing the drums. Not sure if that’s classed as a martial art though.

MYLES: I went to a few Jiu Jitsu classes at Uni but quickly realised that on the balance of probability I was more likely to be badly beaten in a Jiu Jitsu lesson than by a mugger which rather defeated the whole point of it.

AARON: You’ve recently doubled-down on your original animation work - committing to an increased focus on these projects. What can we expect to see in the next year from you two?

GREG: I am making a 5 minute short film at the moment due for completion this summer. It’s great to get back to animating our own projects again and it’s the best work I’ve done to date so far. We’ve also got a short, web-based series in the cards. Our big thing though is a 30 minute film/series pilot which we are writing at the moment. It’s something we’ve wanted to do since we started and we’re in a position now to put it together. We’re also putting together some pitches for children’s series, hoping to ride the wave of the success from our input into Pedro & Frankensheep.

AARON: ….which recently premiered on TV. Are there more episodes planned?

GREG: That’s all top secret, but watch this space. However Pedro did sneak into the latest episode of Doctor Who - it was on telly in the background in one of the scenes.

MYLES: As the voice of Frankensheep, I was listening to the Doctor Who episode going… Wahoo! I’m on Doctor Who!

AARON: You guys also supplied the music for Pedro & Frankensheep. How is that you’ve cultivated both careers? Animation and music?

MCLEODS: We’ve both been in bands since early teens so music has always been part of what we’ve done. In the beginning we did all our own music partly because we couldn’t afford anyone else. But we also just love going into the studio and putting together a song. It’s just another creative process where you take an idea and carry it on through until you have a finished polished product. The beauty of music compared to animation is that the process is much quicker and that can help sometimes, especially when you’re involved in a long project and you need that creative closure on something.

AARON: You’ve both written for PS2 and Wii games - how is this different than writing for linear shorts or TV?

MYLES: Writing for computer games is a totally different process. In the work I’ve done so far, I’ve come in when the production company had already developed the storyline and concept. My role has been to write the cut-scenes between levels to make the story work, but mainly it’s writing thousands of lines of dialogue that can be used in the different levels of the game. Last year I worked on a SpongeBob SquarePants game which was great fun because I love that show. It was great to get the game for my Wii and hear Tom Kenny and the rest of the cast reading my lines.

AARON: Can you offer updates on any of the projects you mentioned in your 2007 CHF interview? Super Charlie? The feature script?

MYLES: Super Charlie never really got off the ground for one reason or another. Nothing’s ever wasted though. The feature script has been on hold (the funding to work on it is still there) just because of the amount of TV animation writing I’ve been doing. I’ve rewritten the treatment for the feature which is now quite different from the first draft of the script I wrote a couple of years ago. I’m hoping to start work on it after I’ve finished the script for our new 30 minute pilot. The great thing about all the TV work is I feel more confident as a writer now I’ve been working professionally for a couple of years. I think the new version of the feature will be better for having been left on the shelf for a while. I’ll be able to come at it fresh and with more experience.

Jun
10
2008

#4 - Waterlollies

posted by aaron, 7.00 AM

by Adam Phillips

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AN INTERVIEW WITH ADAM PHILLIPS

Adam Phillips, the Australian animator/director behind Waterlollies, is one of two artists whose work is listed on BOTH Flash Animation 10 lists. Back in 2006, Prowlies at the River, the 3rd installment in Adam’s popular Brackenwood series, was listed as #4 on the Most Influential list, an accolade due in no small part to his vast fan base. Phillips’ has a veritable BrackenWoodstock going on every day at Newgrounds.com, the popular Flash animation community that initially helped shed light on his work. He typically has a film amongst the top 10 rated films of all time, and a release at Newgrounds usually results in 2 million or more views for Adam’s Flash-animated episodes.

But it’s not just millions of views that have brought Adam acclaim. He’s also been honored with scores of awards including the Newgrounds Tank Award, a nomination at Annecy, a mention as an official honoree at the 2008 Webby Awards and a handful of rubber, orange arrows from the Flashforward Film Festival.

Phillips’ Brackenwood series is now part of a feature film effort that you can read more about below. For further reading, you can also cast your gaze at his 3-part interview that took place right here at ColdHardFlash.com in 2005. If that interview is too old for you, we’ve cooked up a brand new one.

AARON SIMPSON: Congrats on winning Best Movie at Newgrounds’ 2008 Tank Awards, which was announced last week. Is your trophy cabinet starting to fill up?

ADAM PHILLIPS: It’s dominated by big, orange rubber arrows, but yes there’s now a space issue… in a good way! I’ve decided to build a dedicated shelf here in the office.

AARON: Is there a person in your life who inspired Bitey, the “star” of Waterlollies?

ADAM: Bitey was created to be Bingbong’s arch-nemesis, way back when Bingbong was to be the dead-stupid star of a fairly silly woodland romp. Since Bitey’s popularity took off with his introductory episode, not only his character, but the entire world and history of Brackenwood has developed far beyond what I originally planned. It’s a strange thing, but to me it’s truly like he and the other characters are alive and I’m just a conduit for them to tell their stories. He’s not really inspired by any real life person (though I’m sure we recognise traits in him that we’ve seen in ourselves and/or others), it seems that based on his past he has evolved from a shallow, secondary character to somebody much more complex… to me anyway.

AARON: Of all the characters featured in Waterlollies, which character is your favorite to animate?

ADAM: I’d have to go with the obvious and say Bitey because I really have a lot of fun moving him about. I particularly enjoy experimenting with his poses and facial expressions. He is unique in many ways, for example it’s always a great challenge to portray emotion and thought with such a limited set of facial features. Also with his satyr legs, something like crawling or sitting down is a real exercise in creativity that I love to play with.

Apart from Bitey, I do like to animate prowlies as they’re such unique creatures. You’ve got the eyes and facial expressions, the hands and the expressive tail. It all comes together in a really interesting little package, so they’re also very popular with fans.

AARON: How much experimentation occured before you finalized the timing of Bitey’s fast-moving, running sequences in Waterlollies?

ADAM: At storyboard stage I rough out the key animation poses and try to nail the timing as early as possible, so I usually have the sequence playing back in my head before I start animation. As I work on each scene I stay true to the storyboard but I’m constantly fine-tuning the timing and watching the playback to see how it reads. Sometimes, even after the entire movie is completely finished, I’ll watch the whole thing through and occasionally decide that I can tighten up a sequence by removing some frames or smooth out some action by adding more drawings.

AARON: Do you study nature before animating elements like water and shadows?

ADAM: Absolutely. Well, maybe not so much on a scene-by-scene basis, but the way of the FX animator is to take photographs, video footage and personal experience to build a mental reference library of how stuff works. This is how most animators think anyway - they are keen observers of real life, because only with an intimate knowledge of the real world can you make your drawings and animation appear to be alive.

As a die-hard FX guy, my thoughts are busy with special effects traffic and I find it difficult to see past the effects in any visual medium, from a forest fire on the news to a river rapids sequence in a movie. BBC nature documentaries are essential FX reference!

AARON: What part of the animation process do you find most tedious?

ADAM: While I define ‘tedious’ as time-consuming, boring and/or difficult, I certainly don’t find effects animation tedious even though they can be laborious or complex. They’re a real brain exercise, especially frame-by-frame water reflections of character acting. Any scene that I describe as “a technical nightmare” is really one that I’ve thoroughly enjoyed.

For true tedium, it has to be any slow, frame-by-frame character movement, simply because subtle changes over time means a lot of very similar drawings. Additionally, it’s always a very intense process of avoiding line-jiggle and maintaining volumes. To let you in on a little secret, that’s why my shorts generally feature lots of broad action. I find it very difficult, especially with Flash’s relatively unpredictable line, to keep slow movements smooth. There’s nothing worse than watching some subtle character acting, while the outlines jiggle and the volumes morph at the full 30fps.

AARON: You’ve brought on a co-writer for your Brackenwood feature film script. Have you ever collaborated with another writer?

ADAM: No, never. I can write a story, but I’m learning now that a screenplay is a different animal. To date, most of the shorts on my site have been fairly simple ’scenario’ plot pieces, where a story doesn’t really exist… it’s just a string of simple events leading up to the end joke. Writing the Brackenwood feature with Ryan O’Loughlin (a close friend and colleague from my time with Disney Australia) is a completely new thing for me, not to mention an exciting learning experience. For Brackenwood, I’ve been writing test scenes - including dialogue which is especially unfamiliar territory for me - and showing them to Ryan who pulls them to pieces, giving me critiques and notes. He’s exceptionally talented not only in animation but also in the art of story, so I was amazed when he expressed interest in Brackenwood.

AARON: How far into the story process are you?

ADAM: We’re still talking structure right now. My original naive plan was to tell the history of Brackenwood from start to finish but it was delicately pointed out that this would equate to about 15 hours of screen time. So we’ve started to break it down by identifying the vital plot elements that drive the story. This will eventually be the framework for our screenplay which we should see come in between 90-120 minutes.

AARON: Increased broadband penetration and the advance of sites like YouTube have made native Flash distribution a rarity. You’ve continued to release in a vector format, as you did for Waterlollies. Do you see this continuing for your upcoming films?

ADAM: I’ve continued to release in SWF because my biggest sponsor and supporter is Newgrounds and the legion of loyal Brackenwood fans there. To suddenly turn out the lights on Flash would be alienating 90% of my audience and I’d never want to do that. I had previously announced that Waterlollies was to be the last Brackenwood done in Flash, but since then I’ve decided that I’ll continue to make Brackenwood shorts (albeit more episodic, story-driven ones) for Newgrounds and Bitey Castle. This isn’t to say I won’t be doing any more 10 minute epics. I’m feeling very confident with Toon Boom Digital Pro these days so I’m totally looking forward to making a full-on Brackenwood with it. We’ve even discussed the possibility of using Digital Pro for the Brackenwood feature.

AARON: So we haven’t seen the last of your Flash-animated projects?

ADAM: As long as I have a predominantly SWF audience, I’ll be creating SWF content for my site. Even as my more serious projects outgrow Flash and graduate to Digital Pro, I think I’ll always have the latest Flash installed on my PC for the web stuff. After all these years I find myself, uhm… attached.

Jun
10
2008

#3 - Insanely Twisted Shadow Puppets

posted by aaron, 7.00 AM

by Michel Gagné

Get the Flash Player to see the wordTube Media Player.

AN INTERVIEW WITH MICHEL GAGNE
An animator with decades of industry experience and credits on projects like The Iron Giant, The Incredibles and Ratatouille could easily continue to punch the clock and count the days until the next Pixar project starts up.

Ratatouille Taste Visualizations
Michel’s Taste Visualizations from
Pixar’s Ratatouille

But for Michel Gagné, a graduate of Sheridan College, these experiences haven’t fully satisfied his dreams. Handfuls of successful book and comic releases brought him international acclaim, and by the Fall of 2004, Gagné was ready to get his latest independent animation off the ground. He teamed up with Flash-animation whiz Jayson Thiessen and brought his Insanely Twisted Shadow Puppets project to Nickelodeon. Mike Hogue, another Flash animator, joined the team, and 12 beautifully-animated interstitials were born and headed for Nickelodeon’s Halloween Shriekin Weekend in the Fall of 2005. This success led Gagné to even greater things that you’ll learn about below.

AARON SIMPSON: Were you a fan of shadow puppetry prior to conceiving this project?

MICHEL GAGNE: I’ve always been interested in silhouette drawings and they’ve been popping up in my work for years. I even made a book using silhouettes called, The Great Shadow Migration which was done a few years before I even thought of doing the shadow puppet shorts.

AARON: What made you choose Flash to produce this project?

MICHEL: I started seeing TV series and short films that were animated using the software and the quality was getting pretty impressive. I hooked up with Jayson Thiessen and we did a couple of tests and that gave me confidence that I should give Flash serious consideration. The fact that everything was done in silhouette really lent itself to the Flash process.

When I received financing to do the shorts, I was dealing with a very short schedule, so again, Flash seemed like a better option than hand-drawing the whole thing. In short, it was a matter of economy and time constraint that made Flash the prime candidate.

AARON: How did the production process work?

MICHEL: I sent Mike Hogue and Jayson Thiessen a series of detailed storyboards along with the final edit of the soundtrack. The storyboard served as art direction (each panel looked like a finished frame of the film) and as the pose test. From my layouts and notes, the animator did the first animation pass and sent me a Quicktime for review. I looked at the films and then called or emailed the animator with precise notes about timing and animation revisions. They did a second pass, and I gave more notes, then a third and so on. We worked back and forth until the short looked perfect to my eye. The animators sometime came up with incredible solutions to my difficult animation demands.

AARON: How did you come to know Jayson and Michael, the animators on ITSP?

MICHEL: I met Jayson while visiting Studio B in Vancouver, BC. He showed me some of his work and I was very impressed. A couple of weeks later, I gave him a call and asked him if he’d be interested in working with me on a project. He came to my house, we discussed the project and he was very enthused by it. For the following two weeks with put together a small animation demo to go along with the proposal. Once that was done, we both flew to LA and pitched the project to various studios. About 5 months later, I got a green light from Nickelodeon.

Once the financing came through, Jayson had become a director on the Pucca series and he no longer had the time to devote to the project. I had to find a replacement pronto if I was to meet my deadline. That’s when Mike Hogue came into the picture. I’d seen Mike’s work online and he’d emailed me a couple of times in the past. When I asked him if he’d be available to work on the project, he immediately agreed.

Michel’s Prelude to Eden

AARON: You’ve used the digital animation software Animo on a number of projects including Prelude to Eden and your Ratatouille segment. How does this compare to Flash?

MICHEL: Animo is based on the more traditional animation procedure. When I use Animo, most of the time I still draw the animation on paper. I use Animo for scanning, ink & paint, color model, compositing, etc. I’m very familiar with Animo because I was part of the team that helped test and design the software when it was being created. A lot of my input went into it. With the way my brain is wired, Animo is completely intuitive and easy to use. I’ve been using Animo for about 15 years and it still remains my favorite animation software.

AARON: Do you have a release yet for your PC video game Insanely Twisted Shadow Planet?

Insanely Twisted Shadow Planet
The PC video game from Fuel Cell
Insanely Twisted Shadow Planet

MICHEL: We’re working hard on the game and we hope to have a release date announced in the coming months. The thing is, we started this game as a simple side-scroller, but it has evolved into something a lot more sophisticated and ambitious. I’d love to show you some of the game-play we screen-captured to show investors, if only I could. It would blow your mind!

AARON: Is the game a mix of 3D animation and 2D?

MICHEL: Yes it is, although the final look is definitely 2D.

AARON: Explain your process for animating elements for the game.

MICHEL: First, I hand-draw the animation. Then, I use Animo to scan, ink & paint, composite, etc. Once the animation looks the way I want it, I render it as a series of tiff files, making sure that the background color is set as alpha-channel. Once this is done, we import the elements into the game engine. After that, the programmers work their magic.

AARON: With the game, you’ve landed your “Insanely Twisted” label onto 3 mediums, a book (Rabbits), TV (Shadow Puppets) and now a video game. Was this your plan all along?

MICHEL: No, I never look that far into the future. I just keep doing what I’m doing and everything always seems to fall into place.